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Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
For example, "Teaching with Technology" is an annual survey that asks teachers about technology in the classroom. Survey findings found it was found that 38.37% of teachers said that technology has had an extremely positive impact on education and 36.63% said that technology has mostly had a positive impact on education. [17]
The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...
In the early 1900s, the overhead projector was used as an educational tool, along with on-air classes available via radio. [3] The first use of computers in classrooms occurred in 1950, when a flight simulation program was used to train pilots at the Massachusetts Institute of Technology. [4] However, access to computers remained extremely limited.
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
[20] [21] Within games and other digital media, students experience opportunities for autonomy, competence and relatedness, [22] and these affordances are what they have come to expect from such environments. Providing these same opportunities in the classroom environment is a way to acknowledge students' reality, and to acknowledge that this ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Technology has helped some teachers make their formative assessments better, particularly through the use of a classroom response system (CRS). [250] A CRS is a tool in which the students each have a handheld device that partners up with the teacher's computer.
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